I added FMOD to my Tetris game for background music and was relaxing back when suddenly I realized I’d used static binding, and my distribution method would necessitate dynamic binding. I broke out in a cold sweat and my heart raced as I realized I might have to switch sound engines.
Then I realized that I only use eight FMOD functions, and I could do the dynamic binding myself fairly easily. So I started breathing again.
But it still took a bit of time to write the code.
Is something like this in the cards?
- Aurotorus asked 15 years ago
I had considered doing a dynamically bound version of FMOD, but functionally it would not have been much different to the current statically bound version. It would also be a lot more code in the FMOD unit to facilitate the dynamic binding.
What were the reasons that your application needed FMOD to be dynamically bound?
<font size=-1>[ This Message was edited by: Sly on 2001-08-29 15:45 ]</font>
Please login first to submit.